Fractal Softworks Forum

Starsector => Mods => Topic started by: SafariJohn on January 15, 2016, 05:56:57 PM

Title: [0.95a] Rebalanced Pilums 2.0
Post by: SafariJohn on January 15, 2016, 05:56:57 PM
(https://i.imgur.com/MNbjKYQ.png.png)
Download (https://github.com/SafariJohn/Misc-Starsector-Mods/raw/main/Rebalanced%20Pilums%202.0b.zip)
Can be safely added and removed from existing saves.

With the nice overhaul of Pilums in 0.95.1a this mod is obsolete and will no longer be updated. Cheers!


This mini-mod only changes Pilums. They have their old high speed, but turn and accelerate slowly making them very easy to dodge.

Credit goes to Zibywan for coming up with these stats. His original post can be found here: Linky (http://fractalsoftworks.com/forum/index.php?topic=9311.msg160001#msg160001)

Changelog:
Version 2.0
- Updated to 0.95a
- Reduced Pilum's agility even further to better balance skill and ECCM effects

Version 1.3
- Reduced Pilum Launcher's OP cost from 10 to 7 to match vanilla.

Version 1.2
- Updated to 0.9a

Version 1.1
- Updated to 0.8a

Version 1.0
- Initial release for 0.7a
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Title: Re: [0.7.1a] Rebalanced Pilums mini-mod
Post by: 19_30s on January 16, 2016, 08:39:35 PM
 ;DSo,how about the date you upgrade The Roider Union ???
Title: Re: [0.7.1a] Rebalanced Pilums mini-mod
Post by: SafariJohn on January 17, 2016, 06:25:11 AM
Don't worry, I'm still making progress on the Roider Union. I'm just really slow at making sprites so that bogs it down.

Edit: I found one bug from this mini-mod that might crop up if you apply it to an existing game, though this may be because I had the old version of the mod with a different ID enabled and saved with the game. The bug is that pirate Fire Support Condors have no weapons. I expect this bug extends to other variants with Pilums, and I also expect it to sort itself out as the existing ships get replaced by freshly spawned ships.
Title: Re: [0.7.2a] Rebalanced Pilums mini-mod
Post by: SafariJohn on June 29, 2016, 06:51:24 AM
Bump for a little GIF
Title: Re: [0.7.2a] Rebalanced Pilums V1
Post by: Johnny Cocas on January 20, 2017, 04:58:46 PM
Following that Zibywan said you added more speed while reducing turn rate? That's awesome to me :D
I've always been using pilums due to having no ammo, but always felt underwelming to use them unless spammed by multiple ships because of them being so slow that a single PD laser could bring them down at ease...
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: SafariJohn on April 20, 2017, 05:05:06 PM
Updated to 1.1, bringing 0.8a compatibility! :D

Download link in the OP.
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: Johnny Cocas on April 23, 2017, 05:37:57 PM
You should speak to a moderator about posting your mod under the Mod Index (http://fractalsoftworks.com/forum/index.php?topic=177.0), it would be a lot easier for people to notice it :)
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: SafariJohn on April 23, 2017, 05:42:10 PM
I was just considering that today. :P
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: Darloth on April 24, 2017, 05:21:52 AM
Could i request the download somewhere else please? Github or bitbucket or dropbox or puush or google drive are all free with less ads and cruft than megaupload, since its a mod.  Sadly mega doesnt seem to work for me
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: SafariJohn on April 24, 2017, 06:28:18 AM
Request granted! :D

I've made bitbucket the main download and left mediafire as a mirror. I haven't used bitbucket before so hopefully that will be all good.
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: cjuicy on April 24, 2017, 12:06:16 PM
Request granted! :D

I've made bitbucket the main download and left mediafire as a mirror. I haven't used bitbucket before so hopefully that will be all good.
The download is private.
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: SafariJohn on April 24, 2017, 02:39:28 PM
Ok, it should be fixed now.
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: Deshara on April 24, 2017, 04:46:53 PM
I love minimods and I especially love this one. If you're on the discord channel you could post this in the mod updates subchannel there to spread the good news, or if not I could post it for you with your permission :)
*aggressively recruiting for the discord as if he gets anything out of it*
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: DinoZavarski on April 26, 2017, 12:10:52 PM
Nice hit with the new stats.

Some time ago i modded small (1 tube) and large (5 tube) Pilums to complement the medium one. It is not best in terms of balance with stock pilums, but with your stats even small launchers are fairly usable, without becoming overpowered.

If you want i can publish link to your mod with small and large launchers added.

BTW: I also had versions with different color markings housing shrapnel warhead, salvo of 3 emp bomblets or single swarmer SRM. Stopped updating them somewhere around 6.3, as various mods offered more interesting alternatives.
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: SafariJohn on April 26, 2017, 01:42:54 PM
Thanks. :)

I think a mod like that would deserve its own thread. Even with Zibywan's stats, though, I worry that a small LRM weapon with anything like the Pilum's damage will always be too powerful simply due to how common small missile mounts are across a fleet.
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: Darloth on April 26, 2017, 01:55:17 PM
Yeah...

Currently, I sometimes bring a Dram or something into battle just because I can shove a Nav Relay on it for an extra 2% speed, and it's cheap.

But, if I could ALSO get +1 LRM per ship doing that, well, then I think it might get out of hand :)
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: grinningsphinx on April 26, 2017, 02:25:57 PM
I think you can get small ballista's and muscles...I know Darts are small...Never seemed to get out of hand...Besides which slow missiles are fairly easy to shoot down even for the AI.
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: DinoZavarski on April 26, 2017, 03:26:43 PM
In un-moded SS small LRM may be inappropriate (not sure, me playing without mods was long ago and not for long), but after installing some mods you will find that small LRM's are quite common addition. And most such missiles have better stats, compared to this one (at least enemies can hit them without having to put to much effort).

As for publishing in separate tread - may do a pack of ships and weapons, but some are ported from old mods and i have to find someone to give me permission. Won't spam with single weapon treads however.
Title: Re: [0.8a] Rebalanced Pilums V1.1
Post by: MesoTroniK on April 26, 2017, 03:46:41 PM
A small LRM is an extremely volatile concept, the THI Muscle LRM only works in a balanced manner because it has a very complex custom missile AI and overall mechanics specifically designed to prevent deathballing, retargeting, and other things that make LRMs so powerful. Blunting their effectiveness when massed which is very easy to do with small missiles.

Basically and IMO, don't make them unless you really think it through and do a complex custom implementation.
Title: Re: [0.8.1a] Rebalanced Pilums V1.1
Post by: SafariJohn on October 24, 2017, 07:40:05 PM
Now officially "updated" for 0.8.1a. By which I mean the line that said "0.8a" now says "0.8.1a".

If you already have version 1.1 downloaded, you don't need to download it again.
Title: Re: [0.9a] Rebalanced Pilums V1.2
Post by: SafariJohn on November 18, 2018, 09:57:40 AM
Updated to 0.9a! Download in the OP. Enjoy!
Title: Re: [0.9a] Rebalanced Pilums V1.2
Post by: RickyRio on November 23, 2018, 06:04:52 PM
Just wanted post in here that this is a great mod, really gives Pilums back their teeth without being overbearing. Been using it for a long time and can highly recommend it.
Really shines when you end up in a fight as a frigate and have to start trying to deal with a 2-4 on 1 while dodging Pilums, some of the most fun I have had flying a Wolf.
Title: Re: [0.9a] Rebalanced Pilums V1.2
Post by: Deshara on November 23, 2018, 06:50:55 PM
I'm gonna be honest; gun to my head, I couldn't tell you how vanilla Pilums work anymore. I only know these.

In fact, I honestly think Piranhas should be slinging single or dual charge pilums and not bombs bc these nail their intended use (dodgable by frigates and destroyers) better AFAIA
Title: Re: [0.9a] Rebalanced Pilums V1.2
Post by: Darloth on November 24, 2018, 03:38:02 AM
Pilums appear to be 10 OP with this mod.

In Vanilla, they are now 7.

Arguably, of course, they're a bit better in this mod... but I'm not sure if they're 3 OP better.  Worth considering, as I suspect it's an oversight.
Title: Re: [0.9a] Rebalanced Pilums V1.2
Post by: grinningsphinx on November 24, 2018, 02:17:15 PM
Pilums appear to be 10 OP with this mod.

In Vanilla, they are now 7.

Arguably, of course, they're a bit better in this mod... but I'm not sure if they're 3 OP better.  Worth considering, as I suspect it's an oversight.

easy to fix yourself if you want them to be 7.
Title: Re: [0.9a] Rebalanced Pilums V1.2
Post by: Darloth on November 25, 2018, 04:29:25 AM
I have done, yeah - but I thought I should let the author know.
Title: Re: [0.9a] Rebalanced Pilums V1.3
Post by: SafariJohn on November 25, 2018, 09:12:59 AM
Pilums appear to be 10 OP with this mod.

In Vanilla, they are now 7.

Arguably, of course, they're a bit better in this mod... but I'm not sure if they're 3 OP better.  Worth considering, as I suspect it's an oversight.

It was an oversight. Thank you for bringing it to my attention.


Fixed and available for download in the OP.
Title: Re: [0.9a] Rebalanced Pilums V1.3
Post by: Tackywheat1 on August 25, 2019, 04:31:57 PM
Do pilum ammo regen like in vanilla?
Title: Re: [0.9a] Rebalanced Pilums V1.3
Post by: Arcagnello on October 08, 2020, 10:09:41 AM
I was using this mod until I stopped playing and had to disable it in my new campaign as it's not fuctioning anymore. (Hence why I traced the thread of the mod back, I hope it's not too late to be considered a necro)

I really like the way it rebalances pilums and I'd really love it to be back for 9.1!

Have my energy!
Spoiler
(https://i.imgur.com/tmgTVnW.png)
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Title: Re: [0.9a] Rebalanced Pilums V1.3
Post by: SafariJohn on October 08, 2020, 10:40:47 AM
I appreciate the meme, but could you please put it in a spoiler?

The mod still works for me. Maybe you have another mod active that is overriding it?
Title: Re: [0.9a] Rebalanced Pilums V1.3
Post by: Arcagnello on October 08, 2020, 11:11:56 AM
I appreciate the meme, but could you please put it in a spoiler?

The mod still works for me. Maybe you have another mod active that is overriding it?

Will try to download the mod once more then, thanks for the heads up!

I'm also editing the above post of mine right now.
Title: Re: [0.95a] Rebalanced Pilums 2.0
Post by: SafariJohn on March 28, 2021, 03:40:58 PM
Updated to 0.95a! Download in the OP

Reduced Pilum's agility even further to better balance skill and ECCM effects. They got a little too accurate previously.

EDIT: missed a comma in the mod_info.json, please redownload
Title: Re: [0.95a] Rebalanced Pilums 2.0
Post by: Legendsmith on November 19, 2021, 12:25:26 AM
Is reducing their agility really that necessary? Those skills are supposed to make missiles quite scary.
Title: Re: [0.95a] Rebalanced Pilums 2.0
Post by: SafariJohn on November 19, 2021, 05:32:50 PM
Would a fleet with infinite Harpoons be scary?

That is what these Pilums become with skills and ECCM if their agility isn't low enough. As it is, they still come close.